At my dayjob, I’m a C# developer. 2.5 years ago I was a C++ developer during the day. When I wrote C++, it was all for multiplatform applications that never touched any of the .NET libraries. When I switched to C#, it was all .NET. Never once did I try or even look into using …

The Minotaur Stronghold zone I mentioned doing some testing with a few days back is now uploaded and connected to the MUD. It’s a scenario where an Orcish army has a Minotaur outpost under siege. Enjoy!

As I mentioned in my post yesterday, not being able to support scrollback with the client was a problem in the wxWidgets-based version. This is because it used the Simple DirectMedia Layer (SDL) for the text rendering, and that just has a 2-D panel that text can be rendered to. Adding scrollback to that kind …

I spent some time working on the client, only to find that the Windows Presentation Foundation doesn’t support right-click events. That’s a deal-breaker because I need right-click support. How could a GUI toolkit not support something so basic? So, the wxWidgets-based client is being resurrected. That’s good, because it was further along. The big problem …

I added a few more commands to the walkthrough mode in the zone editor. The commands list, edit, createedit, exits, and version have been added. It also now understands the short versions of the diagonal commands — nw, ne, se, and sw. You can get it HERE or via the sidebar link. As always, this …

Code versioning is a good thing. You can rollback changes that make things worse, compare current code to past code, keep backups, and access your code from almost anywhere. It also helps make sure that every machine being used for development is kept current and that changes aren’t easily overwritten. Any serious development should have …

One of the nagging problems I had been meaning to get to was the non-functional scan command. It’s a recursive command, and the C# way is a bit different from the C++ way. It was easier to fix than I had expected and is working now, so scan away.

Made more progress on the editor. The walkthrough window now has basic functionality. There are only a few commands working, mainly the directional commands and the goto command. It’s all in black-and-white, but it is enough to let you walk through the rooms and get a feel for what mobs and objects are where. Pretty …

For the past few days, the test version of the MUD has only been up when I was actively running it from my Linux shell account. I’ve created a startup/restart script so it should be running all the time now, barring any catastrophic crash-explosions. Telnet basternae.org port 4502 to connect.

We had permission to use zones from these authors for Basternae 2. Even so, I want to be sure we have permission to use them with Basternae 3. If you know any of these folks, please pass the word that I’d like to get permission to use their zones in Basternae 3 (and/or all future …

I did a little more work on the editor today. Now that I’m able to convert zones created with DurisEdit, I decided to use the Basternae Editor tinker around a bit with the Minotaur Stronghold zone that I created and converted. What did I work on? The map view. I changed it so that it …

I’ve been wanting to add support to the zone converter for using DurisEdit to create Basternae 3 zones for a while now. While it is nearly identical to the DikuEdit 3.10 that we’ve used for ages, there are a few subtle differences — their format allows multiclassing and has a few different classes available and …

In addition to fixing a few bugs with immortal commands, I connected two more zones to the MUD, giving us a whopping total of 3 connected right now: The Kobold Village, The Thri-Kreen hometown, and the Gypsy Encampment.

I put up the MUD server so I could do some development. Telnet basternae.org port 4502 and feel free to report anything you find. I haven’t fixed everything since the last test run, but did fix a handful of things. I don’t have a restart script running, so if it crashes, that means it’s going …